Recent posts by aghloe on Kongregate

I played a relaxed game and beat it with 15 ppl missing. From the start focus on defense (aka get defense at each choice you have) it will be usefull up to the last battle. Most of the time enemies did 0-5 damage to me except after lv 60 but at that time heal and regen did the trick.

Enchantment progression should be something like this:
Floors 0-20: Def (Scrap of rusted steel) (cheap and usefull)
Floors 20-30: HP Regen (Viscous Goop) (be sure to heal as much as you get damaged)
Floors 25-80: MP Regen (Fractal Cabbage) (try to go for 20 MP per battle)
Suggestion: Avoid placing hard to find enchantments twice in the same item. it will make parting with it easier.

By lv 60 you should have Transmute allready so go with whatever you like.
Insta-kill and Dogde did wonders for me :)

Try to reach lv 80 with a 250-300 defense set without regen enchantments (dino skulls can give about 100 def!) and for your weapon a Ruby long sword is adviced (100dmg). change before the battle and you will have no troubles beating the necromancer. (necromancer is inmune to insta-kill btw ;P)

A nice trick is to transmute Large Potions and save them for the last run. however going from lv 0 in your last run is also a viable option.

PD: i gave priority to the Potions Skilltree which gives bonus to enchantments and drops, however ignore gold bonuses. Took Heal and Transmute when i had the chance and completly neglected the Weapons Skilltree. Crafted potions are really usefull for that extra bit of elemental defense, and quite a fun game mechanic.

Recently i found a “problem” for non-idle players. Because each item has a 1-click sell button, you may end selling your oldest items (aka: gold) after clicking “go to base” and chances are that you will click on “Fight” button without noticing. This happens because some mouses may click twice (instead of once) by mistake.
What i ask for a future update is to:add a hotkey for “go to base” (either Enter or Space seem fine to me)
and/ora way to “lock” items that you dont want to sell.

PD: i am asking this because the “sell undo” will not suffice for this, and i believe its an design mistake to put the sell button (for stuff you probably dont want to sell) and “go to base” button in the same location. Cheers, and fun game so far.

1. If we assume the weapons never break, how hard are they? Alternatively, how often do the heroes break their weapons?
R: Since you dont spend any extra money no matter how much time it passes its safe to asume that their equipment either dont break or they replenish themself without extra cost for you. Having equipment that does not wear out seems unrealistic to me so i guess they just steal a lil bit from drops without telling you.

2. Exactly how cold can we assume Natalia, Jerator, and Frostleaf’s ice is?
R: Nothing should be colder than absolute zero, thats when atoms stop moving and law of phisycs become weird. Its teorically imposible to reach it and i am guessing their DPS is based more on the size of the area afected by their attack. (i will leave the math of how big that area should be to someone else)

3. How much energy does it theoretically take to rip a hole between alternate universes, as Midas and Amenhotep do?
R: Actually moving between dimensions depends more of the tecnique to do it. It could take as little as 0 energy and as high as infinite. Depending of the experience of the begin doing it. But you can asume both Midas and Amenhotep are begins of the 2nd tier of spatial dimentions.

4. How hot are the flames Broyle Lindeoven creates?
R: Intersting question, but i lack the knowledge to awnser it :<

5. Why are the Masked Samurai’s skills japanese words mixed with roman numerals?
R: Because he is a Greek Otaku and watches anime everyday :3 (lol)

6. How long is each stage, and by extension how far have the heroes traveled at any given point?
R: Thats another interesting question, considering that at certain point monsters are bigger than the know universe :P

7. How fast does Alexa actually need to be moving to make her attacks invisible?
R: our eyes need at least 56 millisecs to actually perceive anything. In order for something to be invisible it needs to remain in our field of vision for at least 56 millisecs. since the width of a person is about 40cm she needs to move at least that much in 0.056 secs thats 2571 Km/h

This topic is for especulation and discussion on how math, physics, and generally science should work in Clicker Heroes universe. Any kind of science is welcomed: Economics, Physics, Politics, Mathematics, Religion, Biology, Metaphysics, Chemistry, ect. as long as it has some basis and explanation about why you think it should work.

My contribution:
- The smallest amount of gold you can have is 1 atom of gold, anything smaller is just not gold but a diferent material with diferent properties. Because of that we can agree that 1 Gold must be something equal or bigger than 1 atom of gold.
- Avogadro states that 197g of gold (1mol) should have around 6×10^23 atoms of gold.
- 1Kg of gold should be about 3 × 10^24 atoms of gold
- 1S (from Clicker Heroes) is 10^24 gold, so 3S must be 1 Kilogram of gold at the very least.
- Usign the same resoning we can also find that 1$ (from Clicker Heroes) must worth more than 32 × 10^25 Kilograms of gold.
- Our sun weights 2×10^25 so… 1$ (from CH) must worth at least 16 suns of gold.

There!, hope you guys and gals have fun. and would love to see all kinds of science loving fellas :D Cheers~

First of all: Thank you for both Peacefree games, and your hard work in the recent updates :).

There is a lot of details missing from ILA that i want to discuss. I will post the most relevant to me here and if posible i will try to update this post if they get “sorted out” or if i find anything else to add… Now, without further ado:

1) Different Keybinding: in ILA; 1,2,3… were used for skills, that was pretty neat and pretty fast. In TWF they are used for “common” missions, that should be neat but you cant use them if you dont press “G” first… that takes out the point of a shortcut (IMO)… also the skills are now: Q,F,E,R,? thats not exactly intuitive… i do prefer Z,X,C,Tab for speed, and the space for “confirm/skip” (like ILA). As for the zoom feature, how about “+” and “-”?. Now… i understand that everyone has his/her own preferences for keybinding so why don’t allow players to set their own keybindings? as a bonus the same feature will work as a shortcut sheet to old and new players :)

2) Upgrades: i undestand that you just added the upgrade system but… compared to ILA is kinda lame… please take no offense, TWF upgrade menu is neat and well spaced its also very clear what everything does at a glance, and is easy to calculate what will you get at any upgrade level but… where are the fun upgrades? “faster skills” “more weapons” “new buildings” stuff that completly change the way you play… [+ 1 soldier] or [+ 20 food] does not sound that amazing, much less if you note that each soldier eats up 4 food instead of 2 per day and you will get more soldiers in the battlefield that you will ever need.

3) Troop managment: a very good part of the fun came from tweaking each soldier depending on the situation. they had portraits weapons and stats of their own. Sometimes you had to defend the base with the researchers or when food was going low even the soldiers can build a farm or scrap some metal. Granted, when you have 50+ soldiers it was hard to keep up with that managment but a “sort by X” feature should quickly fix it. As in TWF each soldier gives a fixed +4 of each “power”, but consumes 4 food per day and they dont seem to get stronger as you use them. There is also some inconsistencies, for example i was doing 13 missions at the same time with only 4 soldiers (and i didnt use any of my “Techpower”)…

So, i like my maps long and challeging. For a experienced player most of them should be beated in around 30-40 minutes someone who is playing for the first time, or has poor RTS skills may last 80-120 minutes instead.

For the boss maps an experienced player should have at least 1 hour of fun with multiple objectives. But 3 hours is just as good :).

By the way, i dont know if you addressed this allready since ILA but, having clear objectives and a timer telling you how much before the mission fails (if there is a time condition) will be great.

Lastly. As long as the player is able to recover from any disasterous management and eventually win the map any lenght should be viable. just make it clearly visible when (if) the player is facing certain defeat. And maybe make the characters suggest tactical retreats.

Hello Everyone! Enjoying the game so far, but i want to bring to your attention something that seems odd:

I been playing on the tournament for 28 turns and after i got to the 1st place i was hoping to spy a little while i wait for global protection to wear off, but to my surprise the Spec ops list is complety empty. I know i am a bit ahead of everyone but just about 5%, not begin able to attack or spy at all will be a bit disapointing. i can see in the leaderboard that there are plenty of players with almost the same stats as me so i wonder why my list suddenly got empty. (btw un-filtering the list only shows 1 guy, but i think thats only becoz he pm me)

Anyway is not that much of a big deal since i can just wait for players to attack me and then retaliate, but still i hope the list gets updated with ppl around me soon enough.

Thanks!

PD: i was unable to find a better thread to post this issue so feel free to delete it if its in the wrong one :)

I dont see why everyone is complaining:
1) If you dont like it or you are plain bored, go play another game (there are plenty out there)
2) If you paid for it and “feel” you didnt get what you paid for. Make a proper thread for it.

This is one of the few game i have seen on flash with a nice 3D feeling.
It also have some interesting mechanics besides the generic MMRPG

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